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This paper proposes a pre-reckoning algorithm for distributed virtual environments. First, an overview of dead reckoning techniques used in distributed virtual environments is provided. The benefits and drawbacks of implementing dead reckoning within specific types of distributed virtual environments are discussed. An alternative to traditional dead reckoning techniques used in DIS-compliant distributed virtual environments is proposed. The alternative, referred to as "pre-reckoning," seeks to significantly reduce prediction error with a minimal increase in the number of entity state update packets issued. The performance of the pre-reckoning algorithm is compared to one of the DIS standard algorithms for location prediction. The test cases are based upon a game-based environment where the movements of participants are influenced by physical boundaries.